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Returning 35 results for 'conclusion respond guide to have reflecting'.
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Monsters
Eberron: Rising from the Last War
eyebinders — entities formed of pure shadow that is outlined by a nimbus of energy. A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
Kalaraq quori
guide the quori race, and the Devourer of Dreams — the personal emissary of the Dreaming Dark — is of this order. Although the kalaraqs never fight one another overtly, each has its own agenda, and
races
spirits for guidance and are unafraid to meet their mortal demise. All things must have their place in laneshi society, which is built on a rigid caste system reflecting this view.
The mystic caste
comprises all laneshi born as twins, a common occurrence among their people. The first-born twin is always inducted into the mystic caste, while the other is consecrated as their sibling’s spirit guide
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Binding Flame. A paladin sworn to the Oath of Vengeance, a barbarian on the Path of the Zealot (found in Xanathar’s Guide to Everything), and a cleric of the Light or War domain all represent a logical
path for a Ghaash’kala character. Outlander and hermit are appropriate backgrounds, reflecting your harsh upbringing or religious devotion.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion When the characters defeat Hellenrae and her followers or convince them to guide them deeper into the temple, they are done with the monastery portion of the adventure. The Ancient Stair
Ranger
Legacy
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Classes
Basic Rules (2014)
talents and abilities are honed with deadly focus on the grim task of protecting the borderlands. Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a
grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion The orcs are slain, scattered, or sent running back to their lodges. Farmers and ranchers hail the characters as heroes and pool meager resources to offer a reward of 25 gp per character
Dungeon Master’s Guide. Increase the reward from the faction, and the locals’ opinion of the adventurers, if the characters refuse to take money from the farm and ranch folk. Those people immediately set about rebuilding their lives.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion Samira appears on the scene soon after Kala and the biza are defeated. Along with several Silent Verse guards, Samira quickly restores order. Azra Nir thanks the characters just before
murder will bring turmoil to Zinda. Samira asks the characters not to share what they’ve learned until she determines how to respond. If Kala survived, Samira is determined to bring her to justice but
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Conclusion Destroying the Soulmonger frees the souls trapped inside it and ends Acererak’s death curse. Characters who accomplish this goal will have saved many lives, and if word spreads of their
Dungeon Master’s Guide). If the characters allow the atropal to survive in the depths of the tomb, it eventually attracts nihilistic devotees of Acererak who feed it their own dark souls as nourishment.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
send dreams, omens, or emissaries to direct mortals along a certain path. Keep these two principles in mind to guide your use of divine intervention in your campaign: Don’t Eliminate Character Choice
. Miracles. As the simplest form of miracle, a god can produce the effect of any spell that devotees of that god might cast (typically Cleric or Druid spells). But a god’s direct intervention can take any form you choose, often reflecting the god’s nature.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
chapter 8 of the Dungeon Master’s Guide), the characters gain a level for completing this adventure. ABOUT THE ORIGINAL
Dave J. Brown and Don Turnbull bring the Saltmarsh trilogy to a conclusion in this
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the player characters links it to the next one. Other campaigns involve long-running plots, a cast of recurring NPCs, and themes that span multiple adventures, leading toward a climactic conclusion. As
world of the DM’s creation or in a published campaign setting, such as the Forgotten Realms or Greyhawk (the latter is described in the Dungeon Master’s Guide).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
L. Lake Zarovich At the foot of a mountain, nestled in the misty forest, is a large lake. The water is perfectly still and dark, reflecting the black clouds overhead like a monstrous mirror. If the
doesn’t respond to anything or anyone unless attacked. His boat is 400 feet from the nearest shore. Tied up in the boat is a seven-year-old Vistana named Arabelle (LN female human commoner with 2 hit
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
.
One-Shot (One Four-Hour Session). Give your players an adventure hook, assign them a guide (see “Part 1: Mission to the Barrier Peaks”), and start them at area C1, overlooking the bone devil’s monastery. Then as above, replace the treasury’s brain in a jar with Kwalish for an exciting conclusion.
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). Text that appears in a box like this is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters and
accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Vogler’s Response Allow the characters, in consultation with the village leaders, to determine how Vogler should respond to the mysterious army. Becklin, Cudgel, and Raven take the following
. Allow the characters to guide the decision of Vogler’s leaders, who will largely support any plan that doesn’t involve a preemptive strike or bringing battle into the village.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Independent Adventurers Though a ranger might make a living as a hunter, a guide, or a tracker, a ranger’s true calling is to defend the outskirts of civilization from the ravages of monsters that
from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
advantage, reflecting the help provided by the other characters. In combat, this requires the Help action. A character can only provide help if the task is one that he or she could attempt alone. For
quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
advantage, reflecting the help provided by the other characters. In combat, this requires the Help action (see chapter 9, “Combat”). A character can only provide help if the task is one that he or she
characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
stage directions that must be followed. Tyranny of Dragons does not hold your hand and guide you step-by-step from the story’s beginning to its inevitable conclusion. Instead, it presents people
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
stage directions that must be followed. Tyranny of Dragons does not hold your hand and guide you step-by-step from the story’s beginning to its inevitable conclusion. Instead, it presents people
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the villains and monsters the heroes must overcome and the locations they must explore to bring the adventure to a successful conclusion. This book presents Icewind Dale as a self-contained campaign
the Forgotten Realms, see “The Calendar of Harptos” sidebar in the Dungeon Master’s Guide.
Dalereckoning (DR) is the most common year measurement. This adventure is assumed to take place in the winter
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
followed. Tyranny of Dragons does not hold your hand and guide you step-by-step from the story’s beginning to its inevitable conclusion. Instead, it presents people, creatures, locations, and situations
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Conclusion The chapter concludes when Sincerity confesses to her crimes or the characters’ investigation reaches a dead end. In either case, Varrel thanks the characters for their efforts and rewards
resents the characters for interfering with his business. Sometime later, he has a smoke mephit deliver them a threat: a larva (see the Dungeon Master’s Guide) that bears a shocking resemblance to one
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the spirits within the house respond. To do this, subtly guide the planchette on the spirit board or otherwise make the spirits’ intentions known. Use the investigator who isn’t running the séance to
board, don’t move the planchette and see if the players unconsciously guide the planchette to a response.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
appear in the “Sigil Gazetteer” section later in this chapter. The planes of existence are detailed in the Dungeon Master’s Guide. Planar Portals Destination
d100 Portal Anchor Sigil Other Plane
window Heart’s Fire Mount Celestia Angel feather, holy water 37–39 Ornate mirror Hall of Speakers Bytopia Garden trowel, pair of twins 40–42 Reflecting pool Gatehouse Elysium Tears of joy, white lily
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
peruse the contents within, with an Avowed adjutant (a commoner) serving as their guide. Visitors are required to stay with their guide, since those unfamiliar with the library might become lost in
of the tallest chambers, reflecting sunlight by day or a continual flame spell on cloudy days or at nights. Modrons. Candlekeep is a haven for thirteen rogue modrons (monodrones) that escaped from
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
sits on the south riverbank, knows the waters well enough to guide boats safely between the mainland and the smaller island’s jetty. Characters who attempt to sail or swim to the islands are swept
character who succeeds on a DC 14 Wisdom (Insight) check gets the sense Hadley is looking for a specific reply. If the party doesn’t respond with the other half of the phrase, Hadley offers to take
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
to escape, they are working on a secret plan. Eight neutral tiefling muralists are plastering and painting, as well as covering the floor with inlaid tiles. They use the same statistics and respond to
words that compel the girallon into service. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the girallon to leave. Roll a d4. On a 1–2, the girallon checks in with Moghadam in area 1. On a 3–4, it goes to see Phenex in area 14.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
at my side and the governor would still be alive.”
Let the characters respond to Lord Bakaris if they please. Soon after, Vendri invites him to leave, and the noble grudgingly complies. Afterward
, Vendri asks the characters to explain what happened the day before, including how the governor died. Guide the conversation using the following points: Vendri trusts the characters. She says Lord
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
) is busy and not eager to be interrupted. If the characters explain themselves, she listens. Use the following points to guide the conversation: The portal to Acheron is closed after a series of
each, and their choice of equipment from the Rigus officer’s armory (detailed in the “Conclusion”). Once Kalar and the characters come to an arrangement, she can escort them to the gate to Acheron when they’re ready.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
offers new race and class options, reflecting the unique character of Ravnica as a Magic setting, and the creatures and characters seen on Magic cards. You can also use this material in any other D&D
adventures in Ravnica, expanding on the material in the Dungeon Master’s Guide with hundreds of seeds that can grow into full-fledged adventures in the fertile ground of a DM’s imagination. This
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
already established as members of the Redcloaks (see “Starting at Higher Level” in chapter 1 of the Dungeon Master’s Guide). In this case, you might also begin with magic items and other gear
reflecting your status in the organization. The standard-issue uniform for the Redcloaks is a hooded crimson cloak of protection bearing two badges: the seal of the Brelish crown on the left shoulder and a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
visitors respond with hostility, the pixies give them a wide berth. If the visitors are good natured, the pixies are likely to be emboldened and more friendly. The fey might even emerge and offer to
guide their “guests” along a safe route or invite them to a tiny yet satisfying feast prepared in their honor.
Opposed to Violence. Unlike their fey cousins, the sprites, pixies abhor weapons and would sooner flee than get into a physical altercation with any enemy.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
use them to guide what sort of adventures you’ll create. Content and Themes Questions Start your survey by listing common story and horror elements to determine your players’ comfort with them. The
seating? Do you have any other notes or concerns? Once you’ve completed this survey, distribute it to your players, give them a window of time to respond, then collect the results. Use this information to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
might they throw themself into battle, perhaps recklessly or for too long? Record a default reaction on your character sheet so you can respond consistently when shocking events occur. Beyond this
character who possesses particular fears and uses them to guide their responses to horrific scenes might earn inspiration for reinforcing the adventure’s frightful atmosphere. The DM might not employ these